LoL is a forced team game
League of Legends, going from a fun platform to make good plays that could carry a losing team, to a game where objective control and camping one lane win the game. Ah. The sweet smell of toxicity.
As a long-time player of League, I find it refreshing to log onto the client. With eSports being the only focus in each panel of the client, I get on my knees and bow down to the ELO gods so that one day, I can be like the pros. When I realize that I, and millions of other players, will never be like the professionals, I start to wonder, "Why do I play a game where the balancing system is set to exist solely for those 60-100 players that exist at the professional level?"
League of Legends, a game [that used to consist] of fun champions with interesting playstyles, where toxicity could simply be silence with the click of the mouse. A game where muting the salty players would have no direct effect on the outcome of the game. Ahhhh....Early Riot, how good you were to the average player.
League of Legends now consists of a growing toxic fanbase, but with patch after patch implementing more reliability on teamwork. Like the Prohibition, the ban didn't stop people from drinking and distributing alcohol. League's forceful balancing nature does not ensure the commitment of each team just because Riot says, "Teamwork makes the dream work."
These days, winning lane means losing the game. If one finds themselves winning lane, another on their team must be losing. Muting players leads to lack of communication in a teamwork-based game, and a lack of communication leads to unclear calls and unintelligent banter. Having devoted time and money into Riot's corporation, watching them grow into an eSports behemoth, and quickly kick their balancing team into gear to promote their brand. Ahhhh....League of Legends; my [least] favourite game that I just keep coming back to.